Changed folder name.
Changed folder name.
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82
_module/nss/ac_boulder.nss
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82
_module/nss/ac_boulder.nss
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//Created by Genisys / Guile 6/7/08
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//This cool tagbased scripted item throws a boulder at the target
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//The item should be single use and look like a boulder (if possible)
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//Also, the item should weight 100 lbs!
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void RockDamage(location lImpact);
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object oPC = GetItemActivator();
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#include "x0_i0_spells"
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void main()
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{
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object oUser = GetItemActivator();
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object oCaster;
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oCaster = oPC;
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if(GetLocalInt(GetAreaFromLocation(GetLocation(oUser)), "NOCAST")==2)
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{
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return;
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}
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object oTarget;
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oTarget = GetItemActivatedTarget();
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location lImpact = GetLocation(oTarget);
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int nSpell = 775;
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if(GetObjectType(oTarget)!=OBJECT_TYPE_CREATURE)
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{
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FloatingTextStringOnCreature("You must target a creature!", oUser);
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return;
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}
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if(GetAbilityScore(oPC, ABILITY_STRENGTH, TRUE) >19)
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{
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AssignCommand(oPC, ActionCastSpellAtObject(
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nSpell, oTarget, METAMAGIC_ANY, TRUE, 20, PROJECTILE_PATH_TYPE_DEFAULT
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, TRUE));
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RockDamage(lImpact);
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}
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}
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void RockDamage(location lImpact)
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{
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float fDelay;
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int nDamage;
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effect eDam;
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//Declare the spell shape, size and the location. Capture the first target object in the shape.
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object oTarget = GetFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_SMALL, lImpact, TRUE, OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE);
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//Cycle through the targets within the spell shape until an invalid object is captured.
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int nDamageAdjustment = GetAbilityModifier (ABILITY_STRENGTH,OBJECT_SELF);
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while (GetIsObjectValid(oTarget))
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{
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if (spellsIsTarget(oTarget,SPELL_TARGET_STANDARDHOSTILE,OBJECT_SELF))
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{
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//Fire cast spell at event for the specified target
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SignalEvent(oTarget, EventSpellCastAt(oPC, 775));
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//Get the distance between the explosion and the target to calculate delay
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fDelay = GetDistanceBetweenLocations(lImpact, GetLocation(oTarget))/20;
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//Roll damage for each target, but doors are always killed
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nDamage = d6(7) + nDamageAdjustment;
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//Set the damage effect
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eDam = EffectDamage(nDamage, DAMAGE_TYPE_BLUDGEONING,DAMAGE_POWER_PLUS_ONE);
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// Apply effects to the currently selected target.
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DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget));
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}
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//Select the next target within the spell shape.
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oTarget = GetNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_HUGE, lImpact, TRUE, OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE);
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}
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}
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